Comentários

Comentado por Aokiji

anyone managed to get this since the addon? tryin' pretty hard on my warri but its kinda annoying the waves constantly survive till the next one

Comentado por Kulture

Achieved as a Brewmaster Monk in 6.0.3 in one attempt.

Extremely simple, in any wave with a flamecaster that leaves lava on the ground, send your Black Ox Statue in the direct center of it and let them tank the mobs, cutting the damage you receive as well as making the DPS of the wave easier. With the three wind-mantid as well, always make sure to use paralysis on the far left one -- the one that she will DPS last.

You can also use your Black Ox Statue to keep the ambushers off of the healer, by placing it in the circle, but on the edges.

Also, just use it anytime you can. It's stupidly overpowered.

Make sure to have 15 stacks of Elusive brew for each conqueror wave, and cleanse whenever you can.

Talents ran:Tiger's Lust (Very, very useful for the small vermin waves, kite them around with Glyph of Breath of Fire)Chi WaveChi BrewLeg Sweep (Need. This is used in nearly every wave)Rushing Jade Wind (Good for AoE.)Serenity (Good for spamming Breath of Fire for the vermin waves. Also good at building up maximum shuffle.)

The only required glyph I used was Glyph of Breath of Fire, to disorient each time you use it. Very helpful.

Comentado por d3st88

This is ridiculously easy. Did it on the first try on my prot warrior. You don't even need a strategy or a talent or gylph spec or anything, just use your skills and position yourself.

Comentado por yuriken

For protection warriors, I think this is a definite challenge. I wanted to chime in with some insights from someone who spent some good time working on it, tweaking things, and working on it some more. I came here and saw of couple of posts from people saying "EZ, did it first try" and similar comments with little actual advice - for me this was frustrating because I found the Endless Tank 30 to be fairly difficult (and I'm not new to my class or role). I am writing this as a warrior, but other classes may find some similarities or useful info here.

A few notes - make sure you only use your abilities when needed, and don't try to focus too hard on killing enemies as much as you are focused on the survival of yourself and your healer. For example, you may think it makes sense to use Shockwave when you have 1-2 enemies remaining, but don't forget that your cooldown is much longer if you don't hit at least 3 targets. Also, some of your abilities can be used nearly every round, but others will be down through some critical areas if you don't plan correctly. It is a definite balancing act, especially in later rounds.

Some recommended warrior abilities/glyphs/talents:

Shockwave (use primarily when you have 3+ enemies)

Intimidating Shout (this can buy you a nice breather in incoming damage). I like to use this early on the three windguard group (between Shockwave cooldowns; 2 will stay feared the full duration, while the other chases you...by the time the other 2 join Shockwave may be up again).

Heroic Leap (with Glyph of Heroic Leap) - this can also buy you a little more time getting away from some mobs. Kiting works on some of them and, again, buys you some precious time.

Enraged Regeneration - don't forget this works well with Last Stand (LS raises your max health and heals you, and ER heals you instant and over-time based on your max health).

Mocking Banner - This one has a long cooldown, but can be your best friend, especially on waves where you have multiple windguards always knocking you around and dropping threat - it will force them (as well as newly spawned ambushers) to run back to you.

Ravager - I generally put this in the middle of the room (on the NPC) and it helps me to get/keep aggro with groups there. However, the biggest advantage is in the big boost to parry. This will help you in tanking mobs as well.

Mass Spell Reflect - This was more useful to me than Safeguard or Vigilance, because I could use it to bounce-back spells cast on the healer as well (or two at once, if the enemies cast at the same time). Especially good against the large flamecaller's Pyroblast. I could see Vigilance or Safeguard being useful on the healer, but I couldn't get them to work correctly for me in a macro and was happy enough with Mass Spell Reflect that I didn't care.

Standard damage reduction cooldowns - Try to use all of these and keep them handy, they will make quite a difference. Shield Block, Demoralizing Shout, Shield Wall, etc.

Bloodbath - for me this made a difference on Windguard waves, because the extra DoT tick would frequently get me aggro back after a wind blast.

Also - don't forget to make make the enemies stand in the fire on the ground (while not standing in it yourself). This fire causes them damage-over-time as well as increases their incoming damage. Using this well meant that I always had a nice break of 10-25 seconds on most flamecaller waves.

Stay mobile - kiting enemies is an important way to bridge between cooldowns and survive. Use newly spawned enemies to Charge away from your current guys, both to pickup the new ones and to avoid damage for a few seconds. Use Heroic Leap the same way, or simply to leap away and run for a time. If you have a caster targeted on you, you can use the barriers to interrupt their cast and force them to move before casting again (forcing Line of Sight).

Let the healer take a hit now and then. I found that for most waves, she could handle the casters if she started with good health. You can focus on grabbing and positioning the melee troops while she kills the others. An ambusher here or there is probably fine for her to tank, as long as you're keeping things under control.

Finally, it is ok if you have some leftovers wave-to-wave. This is expected. Try to keep in mind what your next wave may hold so you can have the appropriate ability cooldowns available and you can even position yourself to pick that next wave up soon after it spawns.

As a side note - you should be using everything at your disposal here. For me that includes the dwarven racial Stoneform (which also drops the bleed DoT from the bunnies), as well as flasks and food.

NotesGot up to wave number 36 when I failed due to the damage after 7 plus tries, so needless to say it was difficult with low Ilvl gear. The higher your gear is, the easier it'll be due to the items not scaling to a certain ilvl.The most difficult waves were wave #2, #6, and #9. Try to save your DPS and Mitigation CD for those ones.What is extremely important, is that while Sikari will be doing most of the DPS, you will need to contribute, otherwise the waves will keep spawning and you'll get overrun, especially on wave #9 where wave #8 will most likely be alive until the beginning of wave #9.

Sikari has 400k plus HP, she can tank a couple mobs for a while.

A tip on increasing DPS on pulls with lots of mobs, is to cast Dancing Rune Weapon, (use blood fury as an orc) cast Outbreak, and spread it with blood boil. This will place 2 of both Frost Fever and Blood Plague, which will improve your DPS tremendously.Use Soul Reaper when possible for the increased haste and damage.

Waves:Wave #1: Easy difficulty. Easy warm up wave. Just kill both the Large Illusionary Ripper and the Wing Guard. If you attack the Wind Guard first (Spawns on the right), Sikari will dps it first.

Wave #2: Medium difficulty. Use the DRW dps rotation, and spam blood boil to nuke the small illusionary foragers as fast as possible. The adds themselves don't do too much damage, but the combination of their damage and their dot makes them deadly. I could imagine Remorseless winter stunning them and getting rid of the damage while inside the stun. Pick up the Ambusher when you have the chance. If you go without Remorseless winter, use Bone shield at 15 stacks of the debuff, and use Icebound Fortitude at 21.

Wave #3: Easy difficulty. Let Sikari dps one of the Small Illusionary Flamecallers and tank it. Pick up both the Rippers and one of the Flamecallers. AMS and position all three into a fire and the fire will make all three mobs die quickly.

Wave #4: Medium difficulty. Kill the Large Illusionary Conqueror first, as it has lower HP. Most likely, the Wind Guard that accompanies it will cast its knockback when the conqueror enrages, so ignore the windguard and let Sikari tank it for a bit. Chain Rune Tap and it should be sufficient to go through the conqueror's enrage. Remember to move out of the knockback. Pick up the Wind Guard when you have breathing room. Pick up the ambusher.

Wave #5: Easy difficulty. You may have the ambusher up. The Flamecaller, again, can be ignored until both the rippers are dead. Pick up the ambusher, and remember to position them into the fire. This is your "breather" wave. Don't use any major CDs, Rune tap if needed.

Wave #6: Hard difficulty. 3 Wind Guards will spawn, pick up two and let Sikari tank one for a short while. Use the DRW outbreak combo here to DPS all three down ASAP. This will increase DPS and also give you a 20% damage mitigation, give or take depending on RNG of parry. This is the hardest pull if pull #9 is done correctly. Use all defensive CDs other than IBF, including Empower Rune Weapon for Death Strike spam. When the Wind Guards do their knockback, it is acceptable to let Sikari tank one for a short while. When the minute is over, you should have 1 dead, and 1 close to it.

Wave #7: Hard difficulty. The pull alone is not difficult, however the combination of the Wind Guard from pull #6 makes it challenging. Use IBF once you pick up Conqueror and Foragers. Prioritize the Foragers over the Wind Guard and Conqueror. Again, if you have remorseless Winter, use it to clear stacks. Once the Foragers are dead. the Wind Guard should be close to half HP, so prioritize it over the Conqueror.

Wave #8: Medium difficulty. The Flamecaller will be DPSed down by Sikari. Focus on pulling the Ambushers into the fire, and DPSing them down. You will most likely have one up near the beginning of wave #9. 3 seconds before wave #9, use Army of the dead.

Wave #9: Ridiculously hard difficulty without Army. Pick up the 2 Wind Guards, and the 3 Rippers immediately, as if they run towards Sikari, depending on her HP, they can kill her in seconds. Find the small illusionary ripper, as it is just unneeded damage, and use the DRW/outbreak combo. Pick up the ambushers. By the time army is dead, the small illusionary ripper should be dead, and the 2 other ones close to or dead by cleave damage. Use IBF if 3 or more mobs are up, and nuke the lowest HP mob down asap to mitigate damage. Again, Remorseless winter is useful here.

Wave #10: Medium difficulty. Pick up the Conqueror, and let Sikari tank the Flamecaller. The Conqueror can be positioned into the fire. Pick up the ambusher. All you have to do for the title is to survive.

Final TipsWave #11 and #21 are the same as wave #1. Wave #12 and #22 are the same as wave #2, and so on and so forth. Everything is repetition.Use flasks.Stay calm. Don't let the mobs attack from behind (this is a given).

Comentado por Claircy

Wild Charge: Used whenever I wanted to interrupt a flamecaster/root an enemy getting close to the healer.

Cenarion Ward: When I took large hits (resulting in getting high resolve) I used this, ticking for about 50-60k every 2 secounds. Examples, when there's 6+ small adds attacking you, 3+ medium adds attacking you, when you're fighting against a Large/Small Conqueror that is enraged etc. Just whenever your health is dropping fast and you got high resolve.

Typhoon: When I fought the small vermins that's doing a stackable debuff up to 18, I used for example this when I wanted to drop my stacks, taking too much damage. I also used this when I felt I was in danger, pairing Ursol's Vortex and Cenarion Ward together with Typhoon to get some time for the hots on me to heal me up again. Can also use Typhoon to stop the Large/Small Conquerors from doing their cone stun ability, and to position your adds into the fire that the flamecasters throw in the beginning.

Force of Nature: Mostly used on the Monkeys that do Fan of Bananas, because they hurt. Only FoN when the monkey is far away from the healer though. I also used it on the Wind Guards (wave 6-7), if I did not have my taunt up or were taking too much physical damage from them altogether, I let my treants tank 1 or 2 of the Wind Guards for the duration. I also put them up on the flamecasters that spawn, and let them take a few hits of fireballs and pyroblasts.

Ursol's Vortex: I use this together with typhoon, I typhoon them away, put Ursol's Vortex at the place where they are running against me, and kite them for a while. Mostly used whenever there is alot of adds around (vermins + monkey combo for example), and the healer is doing her AOE ability. If I wanted to kite them even longer then I use dash and run around for a few secounds until the adds reaches me again.

Dream of Cenarius: I use it whenever I'm low on hp, I don't use it right when I get the proc, I wait for the right moment cause this also scales with resolve, so it's very useful if I almost die.

Pulverize: Rarely ever used this cause I was busy with doing everything else, that I wrote up above. Bristling Fur could probably work instead of this talent even though it's a very weak one compared to this, but you'll be able to use it once per wave which isn't too shabby for proving grounds.

I also have the trinket, Pol's Blinded Eye which got an on-use effect, to give you extra mastery. I always used this against the Large/Small Conquerors.

Something else you should keep in mind is with Thrash being nerfed, you're gonna have to spam Thrash quite a few times to get aggro of alot of adds. It can be hard sometimes and is one of the things that made me fail, so you have to be fast on the spot to get aggro of large groups of adds.

Wave 9-19-29 is the waves I always saved my berserk ability for, cause the extra rage I get from spamming mangle is really neccessary, the damage income is high. I also used Survival Instincts on that wave, and saving the other one for wave 10-20-30.

On the harder waves, keep in mind you can use Barkskin once per wave and Bristling Fur if you chose that (1 min cd each) so save them for when you believe you will take highest damage in the current wave.

Comentado por madar222

Some more druid tips. I used a different style than Claircy.

Talents:- displacer beast: normally i am not using this talent, but in the AE waves you can port away and run a round while the NPC damaging the group.- ysera gift: i found this as the best, but nothing specific- typhoon: help to throw away the AE groups, and put your foes into the fire at the caster waves- force of nature: i put treants on the flying bugs. Its help lowering the damage, and if you are lucky, you are not in their knockback cone what they cast on the treants- ursol vortex: you can put to the AE groups before running- dream of cenarius- pulverize: i am used to this talent, so i kept it. However, if you goin higher than 30 waves, most likely you will need guardian of elune.

The wave 7 and 9 was the most difficult for me, save the damage reduction to this waves. I used entangling roots on the wave where the 3 flyer bug coming in - root the leftmost, which she damaging last. In the last wave the pyroblast guy + the big one can be painful. Never interrupt the first cast of them where they spit fire everywhere, interrupt the pyroblast only (or fireball in the other waves). In the last wave i interrupted the first pyroblast, typhooned the second one, then just ran away out of range with the displacing beast.

General thoughts: I had to change my point of view toward this event to be success. After a point it's like an unique event which not really tanking, more like how-to-avoid-the-damage. You have to learn which wave pop where, and be there already when they coming. I used the ground markers, and write up for myself the colors as note, so i can quick check the actual wave and the next startpoint. (you can found the wave paths and spawning points \ times on the web too). If you practice enough the notes will not need already, but the 30 waves achievement will be done faster i think. I spent like 8 hours with practicing till i got the achievement (2-3 hours each day). If you execute the tactic perfectly, the gear and the incoming damage is not an issue.

Comentado por Draconax

Just completed this on Brewmaster, and it was extremely easy. Got to wave 38 before I just got bored and let the healer die. Here are tips if you're having trouble:

1) Use Black Ox Statue. All. The. &*!@ing. Time. It is incredibly OP for the proving grounds. Picks up ambushers as they come in, picks up the wind guards when they knock you back. You should be dropping this down and replacing it constantly.

2) Abuse the pyromancers. Drop statue in their fires, kite mobs into the fire and leg sweep em to hold em there.

3) Kite. For the waves with tons of adds (the forager packs especially), just kite em around. Your dps is basically meaningless, you only need to survive while the healer kills everything, so abuse it.

4) Remember Provoke can be used as an aoe taunt. I found this really helpful for the triple wind guard waves. Drop the statue on top of the healer, and when you get knocked back by one or more of them, simply hit the statue and taunt all 3 of them back to you.

My talents:CelerityZen Sphere (any of these would be fine, honestly)Chi Brew (the free elusive brew stacks come in handy)Leg Sweep Healing Elixirs (I didn't find anything in the place that would warrant either Dampen Harm or Diffuse Magic, so HE just gives you plenty of free healing)Chi Torpedo (remember that your dps is meaningless, so RJW and Xuen are basically worthless. Chi Torpedo gives you free healing, and fantastic kiting ability)Serenity (this is a no-brainer, tons of survivability)

Hope this helps!

Comentado por Dosowar

Your items lose durability during this, so make sure you repaired your items before you start the event.

Comentado por Baardst

I honestly dont know how people are doing this. My 702 ilvl DK is getting absolutely destroyed. I think i got to wave 9 before I got trampled.

Comentado por maverickxishtar

Managed to complete this challenge and obtain my title as a Guardian Druid in full ilvl 700 Feral PvP gear, save for an ilvl 670 Meaty Dragonspine Trophy in place of a medallion.

Force of Nature was the single most important talent for this hands-down. Abuse them, for taunt/tanking AND extra damage output!

Comentado por Kvetoslav47

For the love of everything, use Estilhaço Purificado da Terceira Lua. I had so much trouble on waves 20+ on my protection warrior but with this i got to 40+ with practically no problem (problem = myself or healer < 30% HP). The absorb from this is absolutely priceless, when i checked my Skada after finishing it made about 60% of my healing & absorb (and i've been using Enraged regen practically every other wave plus Shield Barrier whenever possible). Your trinket should definetly be some with armor on it, i used Distintivo do Cavaleiro. It is not the best choice but not the worst either.Okay, now some tips:1. Do not even try this without keybinds. Seriously. 2. If you have your spells keybinded, now comes time to practice using them while moving. While PG may be good place to do so, you should also not forget to run some 5man dungeons (or even raids, if you're geared enough). Again - learn to use your spells, watch your hp, energy / mana / rage, watch boss hp percent, watch your party hp (very important, not only in PG!), and pop up defensive cooldowns all that while constantly moving.3. I do not know if blizzard default name plates support threat indication but even if so, you should consider downloading some addon for this, i presonally use Tidy Plates: Threat panels (but any other skin should work just fine).4. Once again, watch your party. Half of the time i failed in PG it was beacause my healer died. Not that i would watch that everything is attacking me, but sometimes you have to let him take a hit. And if you dont pay attention, she could die extremly quickly (wheni failed on my 28th wave, i had everything on me, but banana tossers killed her with their Aoe)5. Practise, practise, practise. And again this is not just advice for PG. I see too many extremely impatient players nowadays, who just leave party / raid after one wipe. Don't do that. If your party has a potential (and if you are reaching higher waves on every try), do not just quit. Trust me, when you (and your party) fully understand the boss / adds mechanics, it just becomes piece of cake. 6. Take a break. PG, just as anything alse in wow, takes time. I have never seen anyone who would finish them on their first try. If you spent more than an hour today, just have a rest and try again tomorrow. That's what i did. I was really nervous the first day i've been trying to do them. I failed on the first ten, then twice on the 10-20, and finally on 28. Day after that i was really relaxed and got to 40+ on my first attempt.

Hope this will help you, good luck.

Comentado por Claveo

As a prot paladin in patch 6.2 I never kited any mobs over long distances and faced each wave head on as they spawned, burning with as much dps as possible. I also never used lava pools to kill any mobs. My gear at the time was mostly HFC HC apart from other items about 3 standard ilvl 695 (not upgraded) and two ilvl 705 items (also not upgraded). I didn't have a single mythic gear item equipped. Trinkets used - Warlord's Eye and Anzu's Curse both ilvl 695.

Edit: no use of any keybinds, only macros. Besides, I'm a clicker ;)

I must admit this was a tough challenge to complete though. I wish good luck to all adventurers out there who seek the challenge.

Comentado por Neospyder

Guardian Druid for WoD,

Get Familiar with the waves to know where all spawn points are and when. Mark them to make everything a lbit easier. I use Savage Defense and Frenzied Regeneration when needed during the entire fight. Always target the same add as Sikari to get them down faster & lessen your damage intake. I always meet mobs at their spawn point. Helps establish aggro early, help Sikari target the add I want her to and if I mess up, I have time to grab it before it reaches her. During Wind Guard encounters I will move next to Sikari to be able to grab them off her easier. First 5 waves are easy to me, last 5 are the harder ones.

Wave 1: Target the ripper for about 10 secs, then switch to the wind guard for wing blast, skull bash back in then go back on the ripper. Once ripper is down move to the next spawn point. Wind guard will be down before next wave.

Wave 2: Target a middle large forager, Thrash & Maul to establish aggro on all of them. Use savage defense back to back. After about 5 secs start taking them to the ambusher spawn point. Once spawned, target and get aggro then pop stampeding roar and run on the outside circle counter clockwise, you should be reaching the second spawn point right when the next ambusher enters. Target that one and just keep running around. Use savage defense and frenzied regeneration when needed. Once all dead move to wave 1 spawn point.

Wave 3: Thrash first when spawned, then mighty bash the flamecaller. Move towards Sikari to pick up the other ripper, target the second flamecaller, skull bash him. Run a few stess behind him, turn around and typhoon them all. Should be landing in fire. Target one of the rippers. By this time the other flamecaller should be casting his fire. Move rippers in new fire or avoid it. Let Sikari take care of the flamecallers while you focus on the rippers. Once all of them are down move to next spawn point with your back facing Sikari. Should have 10-20 secs to breath before next wave.

Wave 4: Target conqueror with maul/thrash to get aggro also on the wind guard and start walking backwards. Once the conqueror cast powerful slam it won’t reach you and target the wind guard. By the time it casts wing blast it will put you at the next spawn point and counqueror enrages. Pop savage defense or frenzied regeneration and retarget the conqueror. Ambusher will spawn just maul/thrash for aggro. Once conqueror is down target ambusher (you can chose what dies next to what you target, Sikari will target what you chose here). Then start waking to the next spawn point. Ambusher will be dead once next wave starts. Taunt wind guard when needed.

Wave 5: Target flamecaller, maul/thrash then mighty bash. Now back on the wind guard until the ambusher spawns then taunt him and move the mob to his spawn point. Take down the wind guard then on the ambushers as they spawn. Ripper and flamercaller should be down by now. Once the last one spawns do 4 hits to it then move to the next spawn point to be ready.

Wave 6: Position yourself between Sikari and the left wind guard. entangling root left as soon as it spawns, back to bear form and target center wind guard on Sikari. Pop incarnation, berserking (troll) & berserk and burn it down. Thrash first then back and forth maul/mangle until your cd runs out. Frenzied regeneration when needed. You will have center down right before left escapes. Once left reaches Sikari mighty bash him then focus on right wind guard until about 7-5 seconds left and move them to the next spawn point.

Wave 7: Target conqueror and thrash/maul to establish aggro on them all, then back on right wind guard and pop savage defense, barkskin and survival instincts since you have 7 adds on you at once. Once cd wars off and damage is too much. Stampeding roar and kite them around the room, taunting left wind guard when needed. Once it is just the wind guard and conqueror move to the next spawn point.

Wave 8: Target flamecaller, mighty bash and typhoon. Conqueror and wind guard should be down by now and stay at the edge of the barriers taunting ambusher as they spawn. Stay there until the last one spawns, move towards him getting aggro and move the rest to the next spawn point. 1-2 will still be up when the next wave starts.

Wave 9: Spam maul/thrash to get aggro on all of them, pop everything! Savage defense, barkskin, survival instincts, might have to wait a few secs of the others to come off cd but then incarnation, berserking and berserk. Once ambusher down target wind guards. Taunt back when wing blast hits and ambusher spawns. Again once all cd are down and you start taking big damage stampeding roar around the room/dash if you cant get away fast enough. Pick up wind guards in the middle if needed by running through them on Sikari. All adds will be down before next wave.

Wave 10: Move up and target flamecaller, maul/thrash for aggro conqueror. Mighty bash flamecaller and should be down right when conqueror enrages and ambusher spawns. Savage defense/frenzied regeneration when needed. Taunt ambusher off Sikari and down them both. DONE. Rinse and Repeat.

Comentado por Letanda

I just completed this achievement not too long ago as Blood DK in the 7.0.3. Pre-patch, and although it took many attempts, once I learned what cds should be used when etc., it wasn't too painful. I'm writing this now to help any others who are wishing to do this after the 7.0.3 patch, as I could not find much information on it.

Talents: 2-1-3-4-3-2-2

Rune Tap is a must here. You will rarely get to 10 stacks of bone shield, so the 20% health will be negligible. However, 25% damage reduction is a godsend.

Blood Mirror is a nice 20% Damage redirect for 10 seconds. I found no use for purgatory because if it pops, you are probably dead anyway. Bonestorm could work, but most of your RP should be spent on Death Strike anyway.

Anti-Magic Barrier is another nice 1-minute cooldown. It's good when juggled with others, also buffing your death strike and negating damage from the Pyromancer in wave 10.

General Strategy

Most fights with more than one target will be spent pooling runic power at some point. Do not waste Death Strike. Wait until you fall to ~80% health to Death Strike. Downtime should be spent Heart Striking grouped mobs for massive RP generation. Death and Decay should generally be used on CD, as it buffs both your straight RP generation and your Heart Strike RP gen. If you are not in danger of dying (e.g. When you have one ambusher/one ripper alive, and it is impossible for you to fall below 50% health) Spend some runes building up Bone Shield stacks with Marrowrend. As a general rule of thumb, you should always try to have one Bone Shield stack for the 20% damage reduction, but you spend too many runes trying to keep more than that. As always, keep Blood Plague on your targets at all times.

Waves

1: This wave is not particularly hard. I like to open with DnD, followed by Asphyxiating the Wind-Guard to remove some of the initial burst while you gain some runic power. Once you have some stacks of Bone Shield, spam HS to gain RP. Death Strike and Rune Tap if necessary. After the Wing-Guard dies, you may as well AFK.

2: Open with Death and Decay, then DRW. DRW is not necessary here, but helps a lot, and you don't need it at all in the next three waves. Group the adds up, DnD, and HS for lots of RP. Sikari is able to tank both Ambushers, as she won't be taking damage from anything else anytime soon. Rune Tap in between DnDs if you need to negate some damage.

3: This wave is not too difficult if done correctly. In my experience, Sikari always targets the left caster. Wait for the caster on the right to begin casting, then Death Grip him into melee range. I would not worry about pulling the rippers into the fire, as it's not necessary in this wave. I then blood boil to aggro the two rippers, Mind Freeze the caster, and follow up with an asphyxiate. Heart Strike as necessary for RP. When he comes un-stunned, AMS the next fireball. After Sikari kills the caster on the left, she will focus the one on the right. The caster should not get more than 2-3 fireballs off before he dies. Be careful of possible burst from the rippers+fireball, and of course, don't stand in the fire.

4: This one killed me a few times, but is doable if you manage your RP and cooldowns correctly. Depending on your RP from the previous wave, you may need to rune tap as you engage the first two mobs so you can pool some RP. Use cooldowns as necessary, but be sure to save rune tap/Vampiric Blood for Enrage. As soon as the Conqueror enrages, Tab quickly to the Wind-Guard and Asphyxiate him to reduce incoming damage. If you do manage to get hit by the frontal cone attack, maybe proving grounds isn't for you. Luckily, you have Wraith Walk combined with March of the Damned. Assuming you have enough RP, and Rune Tap/VB available, you should be fine. After the Ambusher comes out, let Sikari tank it until you feel stable enough to handle both of them. Make sure you have Death and Decay off CD for the next wave.

5: Ignore the caster, he doesn't exist. If you are able, pick up the rippers and HS/DS as you would normally. If not, wait until DnD is available and you are at a state where you can pick them up. Ignore the fire, as it is not necessary here. Since it is only a small caster, Sikari can tank the incoming ambushers as needed, but pick them up as soon as you can because we want her to have some health for the next wave.

6: This is one of the more annoying waves.Open with DnD, followed by DRW. With this active, I had 60% parry chance, which is a hell of a damage reduction. After DRW falls off (if you have your legendary ring, wait until this falls off instead) Use Blood Mirror on Sikari's target, as well as Rune tap. The key here is to chain cooldowns, rather than stack them. Remember that AMS is now a viable cooldown, buffing your DS slightly. Most runes here should be spent on HS, to maintain high RP. As soon as one Wind-Guard dies, Asypxiate one of the remaining ones.Continue to chain CDs as necessary, and if one Wind-Guard switches to Sikari after a Wind Strike, let her tank until you are stable or she is low.

7: You will have a Wind-Guard from the previous wave still alive. When you are able, pick up the adds along with the conqueror. As in wave 4, Asphyxiate the WG when the conqueror enrages. This should be cake as soon as the WG dies. Don't be afraid to RT/VB during enrage if needed.

8: This wave is cake. Pick up the ambushers, and tank them. Rune tap if you need to, but you shouldn't. Don't use anything more than that.

9: This is another potential problem wave. Treat it in the same manner as wave 6. DnD, DRW, followed by Blood Mirror+RT. I prefer to BM one of the Wind-Guards, as they have the knockback. Pick up the ambushers as soon as you can, because we want Sikari to have as much health as she can for the following wave.

10: This wave sucks, especially when you get all the way to 30 and die from sudden burst :(. However, it's managable if you use your cooldowns correctly. As soon as the pyromancer begins to cast pyroblast on Sikari, interrupt him. This buys you tons more time for her to be tanking the pyromancer and not you, since he hits like a liquid magma truck. Pull the conqueror into fire if it's easy enough, but if you step your foot in it then it could mean certain doom.Try not to use RT or VB before the conqueror enrages, but feel free to stack them if needed. Always watch Sikari's health, but a good rule of thumb would be to pick up the ambusher and pyromancer simultaneously. Start off by Asphyxiating the pyromancer, to buy you more time to build RP and let Sikari deal with the conqueror. Assuming you get through the Conqueror's enrage, you are most likely home free. Chain cds and interrupts on pyromancer as you're able. If you're lucky, she'll target the Flamecaller first. If not, pop cds and prep for the damage.

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I had the legendary ring as I was doing this, however I don't feel it's necessary. Mine is macro'd with my DRW, so 25% damage reduction when you parry 60% of incoming attacks isn't too great.

Gorefiend's Grasp can be used on Sikari to pull mobs to her, allowing her HoT to heal you up. Stack this with WW, and this could buy you enough time to get 2-3 ticks in. This also works in conjucton with the WG's knockback.

Death Grip can also be used as an interrupt for the pyromancer in the end.